RimWorld

RimWorld

Genetic Drift (Random Genes)
77 Comments
Verdeth Mar 30 @ 4:26pm 
Bug:

if you create a custom xenotype for your gene destribution, and you remove a mod that includes a gene in that pool, you will corrupt you pawn generation, this by itself is not gamebreaking, but it will slow down your encounter and combined with vfem2 it will prevent raidloot (worksites) and wandering merchant haveing stock.
Mohreb el Yasim Feb 3 @ 6:56am 
Would it be hard to add a "random xenogene" pool for kids too? (i try to use the endogene pool to add some natural variation of inheritable traits, but in the same time i would love to add one of psycaster genes as xenogenes for kids too to simulate a random affinity with VPE and VPE biotech integration. works well for adults, but for kids there is no xeno-pool, also having the as endogenes would make it weird after a few generations)
Dust Jan 23 @ 9:14am 
Me: "This mod could be fun"
Later me: "Oh god I have too many weird gene mods for this to work well..."
Someone born with "Pilotable Mecha" gene does not end well lol.
agusmf11 Dec 16, 2024 @ 9:06pm 
Feature request: an option to stop xenogenes from appearing in tribal factions
Flurbel Nov 18, 2024 @ 12:11am 
How is this different from Spawn Those Genes?
Dead Thing Nov 17, 2024 @ 12:51am 
Agreeing with Cringe shaymin. I love this mod. It's great getting surprised by weird little genes someone has picked up now and then. It shakes things up and is a ton of fun.

That said I also ran into a very frustrating event:
Bestowing Ceremony quest activated. As everyone gets off the ship, one of the guards is instantly downed, failing the bestowing quest. One of the genes he had was downing him immediately. I spent about 45 minutes messing with settings and reloading the game to get him to spawn WITHOUT being downed. Very frustrating.

A blacklist would be fantastic. That way VERY strange genes (it was called "Operator Required") like the one i was dealing with can't be randomly used.
Cringe Shaymin Oct 11, 2024 @ 9:47pm 
This mod really just needs a blacklist feature and it would be perfect. I know you can set up custom xenotypes as a whitelist, but then those xenotypes with a hundred genes would be able to spawn as pawns and that's less than ideal.
FluffDragon Sep 27, 2024 @ 6:54pm 
This is a great idea, but a little clunky as it is. Would it be feasible to allow setting different pools for specific xenotypes? It looks like all the boilerplate exists.
Dr Jimothy Sep 4, 2024 @ 11:09pm 
This mod is absolutely amazing. Two dumb ideas I have on how it could be even cooler:

1. Instead of a "baseliners only yes or no", an option to select any xenotype in particular to be subject to mutations.
For example if someone only wants Highmates to be randomly mutated and other xenotypes to be their usual selves.

2. Seconding Farmer Joe's idea, option to do a reverse of custom gene pool and instead make a custom "any except these" gene pool.
Such as if someone wants super random mutations, but not game-breaking mutations, and so can blacklist genes that'd fall under that category.
Noisy Koi Sep 2, 2024 @ 12:40pm 
I believe I found an issue
I installed this and VE Androids, and am finding pawns who are android xenotype but only have like 1 android "hardware" (gene) which turns them into an android but only kind of.
I suggest patching out androids from the genepool options because otherwise all I can do is set to "vanilla genes only"
FarmerJoe Aug 24, 2024 @ 3:16pm 
is it possible to make a "blacklist gene pool"? I want to have all pawn spawn with at least one random gene of any kind, but wanna prohibit a few genes from being chosen
贝子小姐脚下埋着贝尔 Aug 22, 2024 @ 1:28pm 
Can an option be added to prevent the characters in the initial scene from having random genes?I am always confused by random genes when creating new races
chrisque1 Jun 6, 2024 @ 8:45am 
Yellow border for mutated genes :cozybethesda:
Jippy May 11, 2024 @ 10:28pm 
Love this! Good work with the mod!
Phil42 May 11, 2024 @ 6:48pm 
I've just recently discovered this mod and it's honestly one the most fun I've ever played with. So many unique little changes can happen to pawns that just give them so much more personality. Thanks a lot for making this.
Doomer Man May 5, 2024 @ 5:31pm 
Idea for Gene lists:
Have a option to add genes to whitelist and add genes to black list option that allows you to select by xenotype and it adds to the list, it then runs the whitelist followed by blacklist to give a result of valid genes to be allowed on the list for the mod. this way you can have more flexibility with larger gene pools and makes it easier to make larger lists of allowed and disallowed rather than a single xenotype for an allowed list.
Doomer Man May 5, 2024 @ 7:01am 
I noticed that if a Pawn for some reason gets any of the head gene options from Outland - Genetics it breaks the games render process until I manually update the pawn in question with another head using pawn editor or removing them using dev mode, is there a way to just blacklist some genes? or do I need ot add every gene to a single xenotype but the few that break it ?
Vethrath Apr 30, 2024 @ 8:39pm 
Thanks for the clue about invalid xenotypes. After adding this mod world generation wasn't working (only 1 settlement would be created) and I couldn't figure out how a conflict could be occurring. Deleting everything in my 'Xenotypes' folder in %appdata% resolved the issue. Happy to finally start a new playthrough. Thanks again for the great mod.
slurpme223300 Apr 30, 2024 @ 6:02am 
thanks i'll see if it works...
ARR624  [author] Apr 30, 2024 @ 5:18am 
@slurpme223300: I can't be sure, but I suspect you have an invalid (e.g. moved or deleted) xenotype assigned to one of your gene pools. I've updated the mod to add some fallback handling in that case.
slurpme223300 Apr 30, 2024 @ 12:28am 
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
slurpme223300 Apr 30, 2024 @ 12:28am 
RimWorld.FactionGenerator:CreateFactionAndAddToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:AddFactionToManager (RimWorld.FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld (System.Collections.Generic.List`1<RimWorld.FactionDef>)
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh (string)
RimWorld.Planet.WorldGenerator:GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature,RimWorld.Planet.OverallPopulation,System.Collections.Generic.List`1<RimWorld.FactionDef>,single)
RimWorld.Page_CreateWorldParams:<CanDoNext>b__19_0 ()
slurpme223300 Apr 30, 2024 @ 12:27am 
(Verse.Pawn,RimWorld.XenotypeDef,Verse.PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest)
RimWorld.Faction:TryGenerateNewLeader ()
RimWorld.FactionGenerator:NewGeneratedFaction (RimWorld.FactionGeneratorParms)
slurpme223300 Apr 30, 2024 @ 12:25am 
this mod is breaking my gizmos
Removed null genes
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.CustomXenotype:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
Verse.GameDataSaveLoader:TryLoadXenotype (string,RimWorld.CustomXenotype&)
GeneticDrift.GeneticDriftSet:getList ()
GeneticDrift.GeneticDriftPawnPatch:Adult (Verse.Pawn,RimWorld.XenotypeDef,Verse.PawnGenerationRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnGenerator.GenerateGenes_Patch4
AmCh Apr 26, 2024 @ 4:48pm 
@ARR624:
Can confirm that the latest fix appears to have fixed the 1.4 issue mentioned by @Dee (I encountered the same error).
Just a heads up to others: I had to unsubscribe then resubscribe the mod to force reload the mod locally to get the updated, fixed version.
ARR624  [author] Apr 26, 2024 @ 3:35am 
@Dee: thanks for the heads-up. I've pushed a fix.
Fuzzy Apr 25, 2024 @ 11:40pm 
woo! I’m excited. I missed this mod dearly. most of the other unupgraded mods I’ve done without are just UI and convenience, but this one is a major mechanic that was sorely missed
Dee [de|en] Apr 25, 2024 @ 8:03pm 
Hi!
@ARR624:
I am afraid you broke your V1.4 support with the V1.5 update. Running a V1.4 latest Rimworld version: On birth of a new child, there is a error in your patch for Verse.PawnGenerator::GenerateGenes. You seem to use the property Pawn.ShouldHaveIdeo which does not exist in V1.4 - leading to no children being born and causing a method does not exist error log entry during birth.

The line "if (ModsConfig.IdeologyActive && pawn.ShouldHaveIdeo )" in GeneticDriftPawnPatch.Adult() method is the culprit.
ARR624  [author] Apr 25, 2024 @ 12:06am 
Thanks all! Using this opportunity to implement a feature requested last year by @Zombiefied and @lilwhitemouse - you can adjust the chance for xenogenes to spawn if the pawns have body modder/purist traits or ideology precepts.
tearfuldreams Apr 24, 2024 @ 7:48pm 
thank you so much for the update! Been checking everyday to see if it has been updated aha <3
Ennian Apr 23, 2024 @ 12:58pm 
Sweet! Genuinely one of my favourite mods, thanks for the update.
AppollonV Apr 22, 2024 @ 10:35am 
Amazing! Thank you thank you!
Frank Apr 22, 2024 @ 5:00am 
I appreciate the update, keep up the awesome work!
ARR624  [author] Apr 21, 2024 @ 10:04pm 
Hi all, thanks for the interest. The 1.5 changelog and some code analysis show no changes in the relevant code for this mod and I've encountered no errors having done some limited testing, so I've gone ahead and bumped the supported versions. Let me know if anyone runs into any bugs related to the update.
sanyarkin Apr 21, 2024 @ 9:39pm 
would you consider adding a blackist rather than a whitelist for genes?
Richard Apr 21, 2024 @ 7:41pm 
does anybody know if there's issues with 1.5 as is or should I wait for update?
MDiddy Apr 18, 2024 @ 9:07pm 
Ever since seeing how Mr. Streamer did his wizards, this mod has become essential too me. Giving all pawns random genes and finding that one pawn with something awesome in hopes of carrying it on. Can't wait for this to come to 1.5
WaKKO151 Apr 17, 2024 @ 2:32am 
1.5? I got my brown pants on.
KiTA Apr 16, 2024 @ 10:45am 
Looking forward to 1.5!
TheSoundOfTrees Apr 13, 2024 @ 2:52pm 
Same as Frank. It will be sad to play without this !
Frank Apr 12, 2024 @ 10:02pm 
Been loving this mod in 1.4, I look forward to the 1.5 update!
BumbleBear Nov 6, 2023 @ 10:35pm 
Anyone else have an issue where you can't select too many genes or the box gets too small?
noskingod811 Oct 21, 2023 @ 6:23pm 
Is there any way to disable the android genes from VFE Races - Androids for normal humans?
Scythefox Oct 12, 2023 @ 9:43pm 
For any one using Alpha genes and finding over 100 summoning skills dominating your gene pools, you can use Cherry Picker to disable genes you don't like.
I used it to remove the Aptitude genes from VFE Hussar too
HaxorsFury Aug 20, 2023 @ 5:43pm 
This plus Xenotype Spawn Control makes the genetics aspect of the game so much better. Use you Xenotype Spawn Control to create “boss” pawns while using this to create gene pools that can pull from other mods like Alpha Genes for “normal” spawned pawns.
SC_Reaper May 23, 2023 @ 2:12pm 
Hmm, vanilla expanded androids seems to give some funny interactions with this mod (android genes on normal folks). Also yes the animal calls are very very common
BumbleBear May 21, 2023 @ 7:58pm 
Yeah the animal abilities are WAY too common on generation
lilwhitemouse Feb 17, 2023 @ 9:28pm 
@Zombiefied - I personally would just make it a lower % chance - maybe they didn't WANT the new gene, maybe they were born with it? Fun story potential either way :)
@ARR624 - Loving the mod! But I just got a raid with a pawn who has Deathrest gene....which requires the Hemogenic gene....which they don't have. So you might want to put a requirement-check in?
In the meantime, I'm going to see if I capture this poor pawn who needs deathrest but gets no benefits :lunar2019grinningpig:
FarmerJoe Feb 3, 2023 @ 7:56am 
will you add an option to blacklist specific gene?
Karnadit Jan 7, 2023 @ 1:43pm 
Loving the mod, thank you!

I do have a critic, though it may be better to post this on Alpha Genes I am not sure. Could the various "Summon Creature Genes" be automatically black listed, except the three core ones that then randomize into a specific creature? Currently about half of the genes that are randomly added to a pawn wind up being these just due to there being over 100 of them.